This project was started by layberneth, later maintained by poweredbykimchi, and is now maintained by me with the help of other project collaborators.
The goal of the project is to create as many HD textures as possible while attempting to keep the integrity of the original textures.

DDS packs now require Dolphin 5.0-4894 or newer. The latest Development Version or Dolphin Ishiiruka is suggested.
It is required that you delete previous texture pack versions before installing new ones to prevent texture conflicts!Password for all archives: xenoblade

HD Controller Buttons + Tutorials Pack - Preview - More InfoCurrent Revision: r12 (August 6, 2017)
Covers all buttons and 112 in-game Tutorials. Legacy versions swap the front/back triggers and buttons B/A (xBox) and X/O (PSX).
HD version controller textures are 4x size and tutorials are 2x size. UltraHD version controller textures are 8x size and tutorials are 4x size.
PSX and Xbox users must select 'Classic Controller' as the extension for the emulated Wiimote or some textures will not load!
Switch users must match the 'Classic Controller' buttons because it uses the tutorials that were made for the Classic Controller.DDS Links:HD - UltraHDPNG Links:HD - UltraHD

Installer + Draw Distance Patch
This patch by Rickv123 patches the game disc and increases the draw distance of many of the games objects.
It can also install the texture pack, Dolphin Ishiiruka, and apply other various tweaks.Post:Link

If the links are ever brought down for any reason, PM me on this forum or email me at bighead.0@gmail.com and I'll get them back online ASAP.
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Bonus Section

This section includes stuff that either relates to this project, Xenoblade in general, or ways to improve on the experience.

Allows the game to run in 60 FPS when controlling the party. Cutscenes remain in 30 FPS. Setting the "CPU Clock Override" to something above 100% may smooth out lag in battle. This cheat has not been thoroughly tested and may have issues that are yet unknown.

For the completionist types who are heavy into side questing. This game becomes rather easy for those who do every single quest along the way because it's easy to out-level the content. Using a cheat to reduce exp to about 50%-75% gain may greatly enhance the overall experience.

Currently in need of texture artists! There is a vast amount of textures in this game and to do them all is definitely not possible with the small team we have now. If you wish to retexture, pick a texture (preferably that hasn't already been done) and create a higher quality version of it. Try to keep it as close to the original as possible. Most of the UI is done at this point, highest priority at this point is:

A collection of save files by frozenwings is available that contains every weapon and armor in the character inventory to easily dump these textures yourself. Readme files are included on how to use them.Download Here:Mirror 1

This quote is from the end of the last thread, going to address it here and just continue where we left off:

(05-20-2014, 04:59 PM)Echoes Wrote: I told you so!!!

In all seriousness, no need to apologize. We're all just trying to figure things out as we go. Good to know all the combinations are done. I've never seen a character image un-textured outside of menus.

Glad you like 'em. I forgot to mention that these are 3X the original size. 4X was overkill, and 2X was juuust a bit bigger than necessary for 1080p, so I played it safe and went for 3X. Another thing is, there's an "alternate" folder for Colony 9. It's a slight variation of the number 9's alignment because it was really bugging me in the original one. To be honest, i think it's best to just use the alternate, actually.

That aside, I've noticed a few "issues". First, that there seems to be something odd going on with the little sun icon in the minimap clock. It just doesn't look right to me, so that's something to fiddle with later. If I can't fix it, I'll just remake it like with the moon.

Also regarding the minimap, I think the icons for it are way, way too high res, to the point that it just looks bad. The heart to heart icon looks especially bad, in my opinion. Are those the same textures (same IDs) used for the quick travel map? I sure hope not, or there's no fixing them...

Another thing is that while using Japanese audio, the paletted textures still appear for stuff like landmark discovery, quick travel map, and the item pick-up window. I can't be 100% sure, but so far those have all been re-textured for me. Then again, I'm ridiculously early in the game, this could be the old textures miraculously working for me.

3x resolution looks to be perfect, so I can see 4x being overkill.

As for the Sun icon, I'll leave it up to your discretion. I've noticed it looking off a few times myself.

As for the the quick travel and minimap icons, you've actually made a really good discovery. The minimap and quick travel do use different textures and IDs. The minimap versions are a smaller resolution than their quick travel counterparts. And I've always thought the minimap icons looked weird, I don't know why I never looked in it myself. All 4 (2 landmark, 2 heart to hearts) are static (which we already knew), and should be moved to the Static folder in the pack eventually (3 of them are actually already there, the 4th is a fake paletted (_9) files and got sorted into the paletted folder by mistake). The 4 IDs work for both English/Japanese in PAL and US, assuming you rename the files for the US disc.

While the quick travel and minimap use the same looking textures, just different sizes, the landmark icons are actually different. The original minimap landmark texture is totally different looking than the other landmark textures. I'm not sure if we just want to use a scaled down version of the regular landmark icon, though.

I'll include all 4 files below so I can gather some opinions on what we should do. At least though, everyone who already has the pack should move the SX4P01_9a9eefc1_9 h2h icon (even though it is likely it won't be changed) as mentioned above to avoid future confusion. The texture should also be moved for future releases.

I also want to remind everyone involved to make sure you subscribe to the new thread! Assuming you were subscribed to the last one. Just don't want anyone to forget and think no one is discussing things only to have forgotten to turn on email notifications :p

Edit 2:

Echoes, I'm going to use your alternate Colony 9 as recommended. Wanted Bighead to make sure he noticed this so he could check it out too, want to make sure the best version gets added to the main pack.

Edit 3: Don't know exactly which "paletted" textures you're referring to with "landmark discovery, quick travel map, and the item pick-up window", but those sound like they may be static and not paletted textures. The quick travel map icons/map is static for sure, and if by "pickup window" you mean like the loot you get after combat, then yes those are static too. Landmark discovery sounds like it's probably also static, but I'm not quite sure of what exactly you mean.

Also, because this was posted so close to the end of the thread, I don't want anyone to miss Echoes' text pack for the area intros-

So I using the PAL SX4P01 version of the game and didn't add any optional texture, just copied the SX4P01 folder and after the delay loading the game, which means at least the textures where being applied, so this pics are just some stuff that I don't know why are happening.

Sorry frozen, I meant the small UI corner pieces in the landmark notification, the item pickup window and the quick travel pop up. Those seem to be always re-textured for me. When I press the R button in the menu to see the Story memo info, the corners are un-textured. Same for quests, menu stuff, and pretty much everywhere else these little pieces show up. But it doesn't really matter for now, since I'm early in the game and can't know for sure.

Thanks for uploading those, it makes it easier to find them. It seems that most, if not all minimap icons need to be corrected. Not only are they over 11x bigger, but the dimensions are also wrong, which is what causes them to look all squished and stretched in the minimap. As an example, the landmark icon is originally 12X16. The re-textured version should ideally be 48X64, but is instead a whopping, incorrect 180X180.

Yeah, honestly the alternate version of the text is much better. I added the other one for accuracy's sake, just in case.

Also thanks for linking the download!

Edit: Romlaw, if you're using an older build, use Direct3D9 or OpenGL, as D3D11 had issues back then.

The corner pieces are static, or somewhat area specific at least (meaning one set per area), for anything non-menu or pop-up based it seems like. So skip cutscenes, looting, some other things will more than likely always be textured.

Pop up quest corners, story memo, collectopaedia, inventory, party (have to go "deep" to get them in party), save/load, other menu etc. have tons of dupes and I didn't even think of entering the story memo/collectopaedia borders until I was like halfway through my "super dump" game that I played. I also didn't go far enough down into the party screen to dump most of those small borders either. Starting at about the Eryth Sea zone, I started dumping story memo and collectopaedia borders along with everything else, the party screen is kind of a lost cause because I didn't even realize it had small borders that far down into that specific sub menu until I was pretty much done with the game. Fail.

(05-21-2014, 03:18 AM)frozenwings Wrote: The corner pieces are static, or somewhat area specific at least (meaning one set per area), for anything non-menu or pop-up based it seems like. So skip cutscenes, looting, some other things will more than likely always be textured.

Pop up quest corners, story memo, collectopaedia, inventory, party (have to go "deep" to get them in party), save/load, other menu etc. have tons of dupes and I didn't even think of entering the story memo/collectopaedia borders until I was like halfway through my "super dump" game that I played. I also didn't go far enough down into the party screen to dump most of those small borders either. Starting at about the Eryth Sea zone, I started dumping story memo and collectopaedia borders along with everything else, the party screen is kind of a lost cause because I didn't even realize it had small borders that far down into that specific sub menu until I was pretty much done with the game. Fail.

Ah, I see. They really are everywhere, these things. Oh well, we'll get them someday.

Thanks for the area intros Echoes! Everything in that folder looks great, wow, I wasn't expecting this. I was saving these texts up but I guess I can rid of them now. Sorry I didn't comment sooner, I've had my head wrapped around so many things the past 2 days that I haven't been paying enough attention.

While the quick travel and minimap use the same looking textures, just different sizes, the landmark icons are actually different. The original minimap landmark texture is totally different looking than the other landmark textures. I'm not sure if we just want to use a scaled down version of the regular landmark icon, though.

The reason it probably looks totally different is because of the extremely small pixel grid. Monolithsoft most likely made it "thinner and straighter" than the other one because attempting to create the slants on both sides would have had a negative impact at 480p (more blur). I personally think we should just use a more scaled down version of the "slanted" landmark just to keep it consistent with all the others such as the map and quest landmarks. I'll pop out some quick icons with the correct dimensions and see how they turn out.

frozenwings Wrote:Echoes, I'm going to use your alternate Colony 9 as recommended. Wanted Bighead to make sure he noticed this so he could check it out too, want to make sure the best version gets added to the main pack.

Got it, I'm going to drop these in my load folder now actually.

frozenwings Wrote:The corner pieces are static, or somewhat area specific at least (meaning one set per area), for anything non-menu or pop-up based it seems like. So skip cutscenes, looting, some other things will more than likely always be textured.

This also seems to be the case for borders in the "Arts" menu when you attempt to level up something that you either don't have enough AP for, or you have it maxed it out. These almost always seemed to be textured, but the sub menu when you actually do go to level it up, have a different set that is constantly changing IDs. I still haven't figured out whether or not they dump without actually accessing that menu, I'll have to pay closer attention. Collecopeadia borders however, seem to dump whether you access the menu or not. At least, something is dumping when I enter that menu, and everything before me is always retextured.